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Hi, I'm making custom graphics for my game, yet I've run into a problem where a single fence tat I placed down doesn't look like how it should, compared to the sheet. I'm setting it up as an A tile, or a ground tile. Everything else looks normal, and it doesn't seem to be the set-up that's the problem, just extra pixels on the fences single-tile sprite.
Outside_A(WIP).png Problem Screenshot.png
 

dragoonwys

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Anything within the orange spaces are used to make the single tile, the top left tile isn't actually used in the mapping process but to appear in the editor for your ease of identification. The problem is because the horizontal parts on the bottom are leaking into the corners.
template.png
 

hiddenone

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That's because the engine doesn't use the upper-left part of the autotile (that's just used in the tile selection), instead it combines parts from the lower section. This blog post explains how autotiles are set up, though it is for Ace so the numbers are a bit off (instead of 16, for mv it would be 24 for example).

Edit: ninja'd
 
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Thank you guys for the advice! I manged to fix the error, and the fence looks normal again. I can kinda of understand why the tiles would be set up like that, but at the same time it's a little inconvenient... I appreciate the help very much!
 

Aloe Guvner

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[edit: oops, posted the same link as hiddenone, please ignore]
 

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Challenging myself to make a game on the console versions of RMMV with alot of custom stuff, battle system is almost done, but holy heck is the interface and navigation so backwards on console ports. I've lost several hours of work because of design choices from that team!
If only RM had the capability to show whether a project has been edited, or not... like 99% of all other editors out there. That don't cost, too, or release new versions with very few features just to get the extra money... ugh, just too many basic features missing even after, what, two decades?
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(editing character art busts for my game)
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